Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Evil GM

I'll probably be offline the rest of the evening, I'll get a post up in the morning.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I'm going to be busy most of today.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Not as busy as anticipated...


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Message to all games. Starting tomorrow I will be on vacation for a week. Posting will be spotty, focused, or non-existent depending on what is going on. Will try and keep up. Sorry.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Mithral breastplate has -1 ACP actually! Mithral is -3 to ACP, this includes the masterwork bonus because all mithral items are masterwork.

Astrianna has the Armor Expert Trait so she has a 0 ACP.

Speaking of which, if I had known how important acrobatics was I would have taken versatile performance: dance instead.


Evil GM

Thanks for the heads-up Chell. I'll DMPC as necessary.

Astri you are partly on ships Acro is very important skill: rigging, ladders, ropes, boarding planks. But I enjoy characters that aren't perfect for every situation.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

And I enjoy the serendipity of stumbling (not with that acro) upon situations that are perfect for my character!

Characters aren't perfect, situations are! So much pressure on the DM!


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Indeed, I enjoy characters that aren't perfect for every situation, but I also enjoy living characters.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Kids, schoolwork, karate, swim class, haircuts, lunch... Oy!

Embrianna, 46 married, two kids 8 & 5... 30 years of RPG.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Why not karate swim class? That should save you about an hour.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

My sentiments exactly!


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Hydrostatic pressure and swollen wood, it's a b!tiach! Torgue should get a bonus... Think of it as a KEG!


Evil GM

It's going to be a slow weekend for my posting. been at the Grand Prix festivities today and tomorrow. The weather's perfect!


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Still snow flurries in NY! Enjoy!


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Ooh exciting! Have fun!


Evil GM

I'll be at the races again most the day. If I don't get a chance to post I will do so this evening.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

All right, Ricky-Bobby.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Our group isn't very well equipped for underwater combat. The only Piercing weapons we have are daggers, everything else takes a 50% damage penalty. Astri's bow is mostly useless underwater unless she's aiming about 5 feet away.

Chell's flotsam ability allows her to retrieve an object up to 300gp value from deep water with the Broken condition. She could pull out a trident (A few gp off of a masterwork one, sadly) or an Underwater Crossbow

At least we can breathe underwater and cast spells.

Torgue should keep Astri's silver dagger for now, it's the best piercing weapon we have... lol. If Chell can salvage a trident or the like for Torgue, Sorrin could take the dagger. I would encourage Chell to use the ability now to get us some useful underwater equipment.

Question Baldwin- would Astri's inspire courage work underwater? If it was a visual performance instead of an auditory performance, would that work?


Evil GM

vision is 10 feet so anything beyond that makes the IC would not be effective. Most excellent a challenge the party will have to think their way through.

FYI: I'm going to be offline soon.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Weren't we in a rush to sell a +2 crossbow... or was it +1? How now, brown sea cow?

I'm better off with scimitar w/hit penalty and @ half damage than anything else.

If I were a spell caster, I'd review what spells can be cast and function underwater... Ouch!


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

We still have the +2 crossbow, but it's not an Underwater Crossbow. Also, none of have any bolts for it.

Righto on the scimitar.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

My hexes will work wherever at least.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Aren't Witch hexes limited to 1 time per witch/target/24hr period? Or is there a special feature Embrianna has?

I thought she had Tenacious? If the baddies made their save.

I don't pretend to know everything about witches or hexes, just making sure Baldwin doesn't call us on it while underwater and running out of air, surrounded by the big bad!


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Certain Hexes (like Slumber) can only be used once per 24 hour period per person. Unless you have the Accursed Hex Feat (I do), then you can use it a second time.

Though I keep forgeting to ask Baldwin if the Accursed Hex works for my Healing Hex as well.

The WaterLung is crazy in that even though it only lasts one minute, it states that I can even keep it up in my sleep.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Thanks! I see my mistake.

I thought 24 hrs applied to all hexes, but only certain ones are limited in that way.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Sorry, I should have said "Embri can use her water lung hex on us indefinitely"


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Oh, it wasn't what you said... Just pure ignorance on my part.


Evil GM

I never played a witch and like Sorrin only have the basics down on the class...enough to be dangerous.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Now would be a good time for Badger's Ferocity, two weapons/characters.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

WItches are awesome. Trout was an excellent witch and Frank even moreso.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I wonder, does sleep equal unconsciousness? I know Bri can keep breathing water while asleep, but can she do that too if knocked out?


Evil GM

I'm logging off for the night, I've a a little work I need to look over before tomorrow.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Alligators in the sewers!


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

When we get back to Shaw time for some rope upgrades! If they're available of course.

Bloodvine Rope This 50-foot length of tough, lightweight rope is made from alchemically treated bloodvine, a rare scarlet-colored vine that grows only in warm jungle environments. Though prized by climbers for its durability, bloodvine can also be used to bind creatures. Bloodvine rope has a hardness of 5 and 10 hit points, and can be broken with a DC 30 Strength check. A creature bound by bloodvine rope can escape with a DC 35 Escape Artist check or a DC 30 Strength check. The DC to create bloodvine rope with Craft (alchemy) is 30. Price 200 gp; Weight 5 lbs. Source Advanced Class Guide

Spider's Silk Rope This 50-foot length of rope is woven of strands of silk from monstrous spiders. Rare to virtually nonexistent on the surface world, it is commonly used by the dark elves, though shorter spider's silk rope scraps (generally no more than 10 feet long) occasionally appear among goblins. Spider's silk rope has 6 hit points and can be broken with a DC 25 Strength check. Price 100 gp; Weight 4 lbs.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

If I were them... and I'm not. I'd wait until everyone was on the tunnel and attack both ends. Effectively, neutralizing the 4 on the middle.

Attack from 10ft away, with reach or underwater xbow. Nets?

TPK.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

I got the MW Long spear and will plug the gap with their corpses


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

But as far as they know, the tunnel is still blocked. And that is even assuming they know of the tunnel.

They may think we are still stuck in the spire and waiting for us outside it to ambush us.


Evil GM
Sorrin the Wayward wrote:

If I were them... and I'm not. I'd wait until everyone was on the tunnel and attack both ends. Effectively, neutralizing the 4 on the middle.

Attack from 10ft away, with reach or underwater xbow. Nets?

TPK.

Negative Nancy is always talking about TPK. I bet if we looked through his posts history there would be quite a few of them.

Young Jedi have faith in the Force don't let your dark thoughts in. :-)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

The Dark Side has better uniforms.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

LOL, nope just you as DM! One of your modules, started with a TPK! Up from Darkness.

Never been TPK'd, cause I avoid them!

Dark Side has better chocolate!


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Evil GM

Technically, you all killed yourself as part of a ritual and you started in the encased tomb reborn.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

"Technical" total party kill.

So a TTPK.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Yes, but it was my intro (Feb 2013) to Baldwin the Merciful, my audition for Gerard joining CoT (May 2013).

2 years, I've been dealing with you, and admittedly loving it!


Evil GM
Sorrin the Wayward wrote:

Yes, but it was my intro (Feb 2013) to Baldwin the Merciful, my audition for Gerard joining CoT (May 2013).

2 years, I've been dealing with you, and admittedly loving it!

Didn't you miss out on another game ...maybe my RA game initially.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Yes sir, I think it was sizing up to need a rogue, and if just been Gerard. Now, I'd take a Hungry Ghost Monk/Rogue.


Evil GM

Chell has been getting a couple post up during her vacation, so I'm going to hold off till the morning posting any action/results that will give her some time.

Have a good evening.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I knew in the back of my mind that the grease wouldn't work, should have just asked. Time to do something unrealistic, ineffective and detrimental to my equipment- fire a longbow underwater! Because that's all Astri can do at the moment (she's surprisingly useless underwater, I will have change that)

In real life submerging a composite bow in water would destroy a gut string and make the glue of the bow start to come apart, not to mention warping the wood. The rules only state:

Core Rulebook wrote:
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Astri's bow isn't magical (which would be great for hand-waving) so I'll ask before I shoot- is this going to destroy her bow, will it even work at all, or would you like to follow the rules as written?


There should be a replacement spell for Grease for underwater adventuring.

Something like: Squid Ink. :)


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

How does damage on natural attacks work? I see +4, +6 and +8... Worth respect to a full attack round?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I love how Baldwin keeps saying he's going to give Chell time to post and then she posts 5 minutes later or sometimes right on top of him.

FYI, ranged touch attacks get a +2 to hit from inspire courage, but not damage, negating the -2 to hit if there is one.

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